But it's just an image right? Does the browser decide to treat the image different because of the format or the extension? I'm pretty sure you can use png files as favicons if you want.
Anyways I tried it in IE, including restarting it and it still showed the old lowercase g.
I find those posts more like Ads within the site. They all seem to be Y Combinator sponsored jobs. It's in no way different than how twitter, facebook and instagram post ads in between content.
For CSS architecture I thought SMACSS [https://smacss.com/] by Jonathan Snook has really good design patterns that have been proven to be good throughout his many projects.
I'm curious to know how the author managed to take a screenshot of the site? I know there were methods to actually recreate the DOM via some 3rd party library. Not sure if things have changed with HTML5 or others means of doing it.
I used a Chrome extension API. One alternative I've heard is copying the DOM over into a separate canvas element, which you can save as an image. I haven't tried that yet though.
I know certain websites like google buy domain names which can easily be misspelled and redirect them back to google.com. For typos like gogle.com, or adding extra 'o' gooogle.com
I agree this does look sweet, however this is not a replacement for alert. window.alert() is a blocking function, it prevents further code to be interpreted while the alert or prompt is open.
Sweet Alert came up before and people made this same pedantic and unimaginative addition -- I honestly think this comment serves only to let everyone know that the commenter understands the Javascript execution model. That the thread stops while a native alert is shown is not quite a bug, but I'd argue not a desired feature either.
But given that window.alert has (apparently) two functions:
- Display a message to a user
- Block javascipt execution until a button is pressed
This is a great replacement for those who are using it for #1, which in my experience, is probably >99% of its usage in the wild. If you're using window.alert to, say, synchronize the beginning of an event with a user click this probably will work just fine too. If you need the world to stop until a button is pressed, I'd sooner guess that your application is written poorly.
> Sweet Alert came up before and people made this same pedantic and unimaginative addition
Its presented as a replacement for alert so pointing out that it's not a drop-in replacement seems relevant to me at least. Even if most alert usages can easily be replaced by this (somewhat dubious depending on your definition of "easily"), additional work will still need to be done for many (most?) of them.
Also being able to add a "blocking" call in JavaScript would be a _big deal_, so noting that this does not do so seems like something worth mentioning.
I was eager to learn about HTML5 Canvas, so I created a small project and learned a great deal while developing a lightweight canvas library, which hopefully others will also find helpful. https://github.com/vladakilov/imagine
I want to teach myself to make games in HTML5 and most of the examples I see use fixed size frame; so I must be fair to assume going fullscreen is a hard problem.
The games I'm interested are visual novels http://en.wikipedia.org/wiki/Visual_novel or Undum-based interactive fiction http://almostgoodbye.textories.com/ upgraded with full-screen static 2D graphics and music, so graphics perfomance requirements are quite modest, but running fluidly on screens of different resolution is a must.
It's not a hard problem; you just need a little JavaScript to update your canvas's width/height attributes when the size of the DOM element changes. Then you can just use CSS to fill the window with your canvas, and use the fullscreen API to take the browser fullscreen.
Well, it's also not a simple as you describe. You might have objects within the canvas that might also need to be resized, images, text, bg images, bounding borders, etc. All these things will need to be taken into consideration when being scaled or resized.
I've been working on something similar, it's a lightweight HTML5 Canvas library, easily add/remove objects on the canvas. It also has event handling for the objects. http://vladakilov.github.io/imagine/
For those of you who want a more developer friendly way of working with sprites, I would like to introduce you to Compass (http://compass-style.org/help/tutorials/spriting/) Spriting. Along with using SASS, it will make creating and maintaining sprites a lot easier.